Actually, the concept art shouldn't have anything to do with the TDD. This is where you all need to make decisions as to how you are going to handle the art when it comes in. In most cases, you have to wait for art while programming. If you waited until you got the resources you need, then you may not get started until a few months into the project. Use programmer art when necessary in these cases, as you don't want to delay the progress. As for the TDD, you need to try to anticipate how things are going to work, and if there are restrictions that need to be placed on the artist, this is the time to start letting them know before they get too far into creating the art. The code shouldn't care what the art looks like, but may need to depend on the GDD (Game Design Document). If there is a question as to what a particular effect is, what an item does, how a character moves, etc. then let Mickey know to add that detail into the GDD. It is a cooperative effort here. I've decided not to start the timeline until these two documents are flushed out, then we can start coding properly. Ultimately we need a plan as to how we are going to code the game, and the TDD is that plan. Does this make sense? If not I can try to describe it more, but the exercise is for you all to learn how to do this part of the project. Come up with what you can, and I'll read it and give feedback. Be as thorough as possible, and as always as questions of each other. Jim Verhaeghe Contract Game Developer jim@xxxxxxxxxxxxxxxx -----Original Message----- From: igda_lcpp-bounce@xxxxxxxxxxxxx [mailto:igda_lcpp-bounce@xxxxxxxxxxxxx] On Behalf Of Dean Butcher Sent: Monday, February 21, 2005 10:18 PM To: igda_lcpp@xxxxxxxxxxxxx Subject: [IGDA LCPP] Re: Completing the TDD Hey Jim and all This is where I think the problem lies: there is not enough concept art for us to decide what exactly is required and what isn't. Granted that we have seen some are depicting what the characters will look like, but that's about as far as it goes. What about the effects when they interact wuith their environments (specifics of physical, graphical and audio requirements, for example). We need some sort of storyboard to see exactly what we're up against for if we are being selective on the components that we're documenting for the TDD we need something to guide us so that we neither omit, nor document incorrect parts of the source. We need something more visual to work with. Cheers Dean. On Mon, 21 Feb 2005 06:15:41 -0000, Jim Verhaeghe <jim@xxxxxxxxxxxxxxxx> wrote: > Hey all, > > The TDD should describe what features you intend to use for the game. That > includes what parts of the HL2 source you intend to use. You don't need to > supply source code, but do describe the functions and how they are used > (consider it an executive summary). Assume I am a programmer that is > joining the project. The TDD will need to explain to me what you are doing > with the game, what tools you are using and how, as well as any other > questions that may have come up that haven't been answered. That way I can > sit down and read the TDD and jump right in after reading it. It doesn't > have to be overly detailed, but should give me a good sense of what is being > done from the technical side. > > I hope this helps. > > Jim > > -----Original Message----- > From: igda_lcpp-bounce@xxxxxxxxxxxxx [mailto:igda_lcpp-bounce@xxxxxxxxxxxxx] > On Behalf Of Michael Lloyd Lee > Sent: 21 February 2005 04:25 > To: igda_lcpp@xxxxxxxxxxxxx > Subject: [IGDA LCPP] Re: Completing the TDD > > >Could you guys document the Source Files directory of the hl project > >according to the format of the attached TDD, please? > > > > > I'll take a look at doing CBaseEntity. But how much time should we > invest in docing Source? Do we really need HL2 specific content in the > TDD, such as the Barnacle? I was under the impression that the TDD > should describe what we intend to do, and as such I would of thought the > documentation of existing tools should be a fairly small section of the > document. > > http://www.gamasutra.com/features/19991217/ryan_03.htm > http://www.gamedev.net/reference/articles/article1965.asp > > >Mike - Have you managed to get hold of VC++ 2003? > > > > > No, but I have VC++6 so can work on & compile the project. > > Mike > > -- > Michael Lloyd Lee > > * M: mlk@xxxxxxxxx "He who makes no mistake > * W: http://j2mevnc.sf.net Never makes anything" > * A: 474c High Rd, E10 6QA > >